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Full text of "Handheld Game Manual: Brain Baffler (Mattel)"

***fe 




Brain Baffler 

Electronic Game Instructions 



**-&Wft v. 



> 8-character LED 
display. Computerized 
scoring to 999. 

> Sowwtf effe?tsi Winner 
tune! Loser tune! 
Clock ticking J Each 
character and function 
key has a specific 
tone! Much more! 

» 38-character keyboard 
including 26~character 
alphabet keys. 



HOW TO ATTACH THE BATTERY 



1 . Press down on center of 
cover . Slide cover out to 
remove. 

2. Attach one 9-volt battery to 
connector. Replace cover. For 
longer battery life, use a 9-volt 
alkaline transistor battery. 




%PowerOn-Off 
switch 




HOW TO REPLACE THE BATTERY 

Place the blade of a small 
screwdriver between the ; 
battery posts, then pry up 
gently. Important: Do not 
pull the plastic wire 
connector to loosen it. To 
avoid battery leakage do not 
leave screwdriver in contact 
with posts for more than a 
few seconds. 




THE ELECTRONIC MIND 
THAT PLAYS GAMES 
WITH THE HUMAN MIND! 



BRAIN BAFFLER™ offers fun for the whole family with eight challenging word and 
number games in one! 

Match wits with the computer or a friend. 

Suggestion: Before beginning to play any game, read that game's entire 
instructions first. 

Caution: Press GAME key only at the start of each game. If you press GAME during 
play, the entire game and score will be erased. 



ANAGRAMS • BUILD-A-WORD™ • FLASH WORD™ 
THIRD DEGREE FLASH WORD™ • COPY THAT™ 
GO HANG!™ • CONCUSSION™! • CONCUSSION u II 



GAME 1 



ANAGRAMS 



(for 2 players) 



OBJECT OF THE GAME 

Try to unscramble the letters and guess the word. 
One player thinks of a word and enters it. 
Computer scrambles the letters. His opponent 
must guess the word in the shortest possible time. 
Players take turns entering words and guessing. 

START THE GAME 

Turn BRAIN BAFFLER™on. Press GAME key. 
Computer asks which game you want to play: 



>\ l l II l 1 1 



ANAGRAMS is selected by pressing A-1 key. 
Three asterisks appear on the left of the display. 
Player on the left thinks of a word no more than 8 
letters long. Suggestion: Start off with a small 
word. 



±4L -K ±£ 
7\ ?\ 7\ 



ENTER A WORD 

Enter a word by pressing alphabet keys. Don't let your 
opponent see the word. Press ENTRY. The word is now 
in the computer's memory. Pass game to opponent. 



START GUESSING 

Opponent presses GO. The word is now scrambled on 
the display. Try to guess the word. Remember, use 
only the letters shown and use all of them. The clock 
starts ticking as soon as you press GO. See if you have 
the correct word by spelling it out with the alphabet 
keys. As you press each alphabet key, the letter 
disappears from the display. 

IF YOU GUESS THE WORD CORRECTLY 

You will hear a victory tune, and the word appears on 
the display. Press SCORE. Now it's your turn to enter a 
word and your opponent's turn to guess. 

IF YOU GUESS THE WRONG WORD 

1. If you spell a word but letters are left on the display, 
press REFRESH and GO, then try again. 



2. 



2. If you use all the letters but don't guess the correct word, 
press GO and guess again from a new scramble. For 
example, there may be a time when you use all the scrambled 
letters, but you haven't spelled the entered word. If SPOT is 
the entered word, spelling POTS, TOPS, STOP or POST will 
make the letters disappear. But you will hear the "wrong 
word" tune. 

TRY ANOTHER SCRAMBLE 

If you don't see the word amidst the scramble, press 
REFRESH then GO. A new scramble appears on the display. 
Each time you press REFRESH, 5 points are added to your 
score. 

BUY A LETTER 

If the scrambled letters are leaving you blank, press BUY. 
The first letter of the entered word shows on the display. 
Now press GO for a new scramble. Each time you press BUY, 
another letter is added to the word, and 25 points are added 
to your score. If you BUY the last letter it's the same as 
GIVE-UP, see below. 



ARE YOU TOTALLY STUMPED? 

Press GIVE-UP! The clock stops, and the entered word 
shows on the display. When you press GIVE-UP, 100 points 
are added to your score. Press SCORE. Now it's your turn to 
enter a word and your opponent's to guess. 

TIPS 

If you make a mistake entering a word, press CLEAR before 
pressing ENTRY. Computer will "erase" the word. 3 



ANAGRAMS 



(Cont.) 



Remember you can't enter a word over 8 letters long. If you 
do, the display will show * * *. Enter another word. 

Misspell the entered word, and your opponent wins the game. 
Keep a dictionary handy! 

If you hit a key not used in ANAGRAMS, or press a letter not in 
the entered word, the computer will disregard this error. 

SCORING 

Lowest score wins! ! ! First player to score 999 points loses. 
Computer keeps track of the time it takes to guess the word: 

one tick of the clock 1 point 

use REFRESH key 5 points 

use BUY key 25 points 

use GIVE-UP key 100 points 

KEYBOARD 

In ANAGRAMS, use the entire keyboard, except STOP and 
RJ.AYER/ BONUS keys. 

SOUNDS 

You will hear the following sounds: clock ticking, "wrong word" 
tune, victory sound. 

4. 



game 2 BUILD-A-WORD ™ 

(for 2 players) 

OBJECT OF THE GAME 

Add one letter at a time and try to build your word first. Two people 
play simultaneously. Pace is fast! 

START THE GAME 

Turn BRAIN BAFFLER™ on. Press GAME key. Now press B-2 for 
BUILD-A-WORD. Be ready! Two letters immediately flash on the 
display. The second letter changes every second, accompanied bya 
beep. 

BUILD-A-WORD BY ACCEPTING A SECOND LETTER 

When you can think of a word (any length) that starts with the two 
letters on the display, quickly press PLAYER/ BONUS. This makes 
the second letter a permanent part of the word. 

The player who accepted the letter is indicated with 3 asterisks on the 
left or right of the display. 



-x-x-x 



Player on left accepted letter (1 point) 



xxx 



Player on right accepted letter (1 point) 



BUILD-A-WORD™ 



(Cont.) 



CONTINUE ADDING LETTERS 

Now a third letter changes accompanied by a beep. Continue adding 
letters one at a time and build your word. 

TO END A WORD 

Press PLAYER/ BONUS to add the last letter. When * * * goes off the 
display, the entire word appears with a beep. Quickly press STOP. 

If there is no challenge from your opponent, press your PLAYER/ BONUS 
key and the score appears on the display. Press GO and start again. 

CHALLENGE YOUR OPPONENT 

If you don't think your opponent can build a word from the letters shown, 
challenge! 

Challenge period: After a letter is added, the * * * goes off the display. 
Quickly press STOP before the second beep. If you aren't quick enough, 
the computer ignores the attempt to challenge. Play continues. 

Challenge opponent: Ask opponent what word he was trying to build. If 
the word is legitimate, opponent wins. But if there was no legitimate 
word, challenger wins. Winner must press his PLAYER/ BONUS key for 
score to tally correctly. Example: 

Letters on display were S U C C, then player on right added the letter 
11 1 . " Player on left quickly challenged. Player on right announced that 
his word was SUCCINCT. This is a legitimate word. Therefore, player on 
right wins, and must press his PLAYER/ BONUS for correct score to 
tally. Challenge was unsuccesful. 
6. 



Now press GO and play BUILD-A-WORD again. 

TIPS 

When the letters first appear on the display, if you don't want to use the 
computer letter shown, press CLEAR and a new letter will appear. 

Computer stops on the exact letter you saw when PLAYER/ BONUS was 
pushed. If you hit the key late, you must use the letter you see displayed. 

The display only shows 8 characters. Once the 9th letter comes on the 
display, the first letter falls out of sight. But all the letters are still in the 
computer's memory. You can build a word any length. 

SUGGESTION 

Decide before you play if you will accept abbreviations, proper nouns, 
foreign words, people's names. 

SCORING 

Highest score wins. Maximum score is 999. The first letter of the word is 
not counted in scoring. 

add a flashing letter 1 point each 

added letters in a completed word 10 points each 

if challenge is successful 30 points 

KEYBOARD 

In BUILD-A-WORD, the following keys are used: GAME, 
PLAYER/BONUS, STOP, GO, and CLEAR. 

SOUNDS 

You will hear the following sounds: beeping sounds with each changing 
letter. 



GAME 3 



FLASH WORD 



TM 

(for 2 players) 



OBJECT OF THE GAME 

Find a word in the scramble as one letter changes each second. Eight 
letters appear in a scrambled order on the display. One letter changes 
every second. Two players simultaneously try to find a word, any length. 
Think fast! Beat your opponent. 

START THE GAME 

Turn BRAIN BAFFLER™ on. Press GAME key. Now press C-3 for FLASH 
WORD. Immediately eight scrambled letters flash on the display. One 
letter randomly changes each second. Look for a word. If an asterisk (*) 
appears, it can be any letter you want. 

I FOUND A WORD 

When you can form any length word, press PLAYER/ BONUS. This stops 
the computer. Asterisks appear on the display indicating which player 
found the word. 



X- X- -^ 

/\ 7\ /\ 


Player on 


left found word 




\/ 


\/ 


\/, 




/\ 


/\ 


/\ 



Player on right found word 



8. 



When asterisks go off, letters reappear. The scramble Is frozen as it 
appeared the moment PLAYER/ BONUS was pressed. Now tell your 
opponent the word you found. 

TALLY YOUR SCORE 

You get one point for each letter in your word. Tally by pressing 
PLAYER/BONUS once for each letter in your word. Your score will 
increase on the display each time you press this key. For example: 
Player on left has spelled BRAIN. Press left PLAYER/ BONUS key 5 
times and the score is: 



TO START A NEW ROUND 

When the score is tallied, a new round may begin. You have two choices: 



5 

Z 

Use the frozen letters from last round: Press REFRESH and the same ft 

scramble appears frozen on the display. Both players can continue making 5 

words using these letters until all word options are exhausted or you tire of 2 

the letters. W 

i 
Or, start a new scramble: Press GO and a new set of letters comes on. 
Again, one letter randomly changes. 

CREATE OTHER GAMES 

For players of different skills, one can play with a handicap: Asterisk is 
wild for one player, but must stand for a certain letter for another. 



9. 



FLASH WORD™ 



(Cont.) 



Try a game where players must form words of equal length. Or try a game 
where words must increase by one letter each round. 

Set a time limit. Each player tries to make as many words as possible from one 
scramble. Score, 1 point per word. 

SCORING 

High score wins. Maximum score is 999. 

each letter of word 1 point 

KEYBOARD 

In FLASH WORD, the following keys are used: GAME, PLAYER/BONUS, 
REFRESH, GO. 

SOUNDS 

You will hear the following sounds: beeping sounds with each changing 
letter. 



10. 



GAME 4 



THIRD DEGREE 
FLASH WORD 



TM 

(for 2 players) 



OBJECT OF THE GAME 

Find a word as 3 letters change each second. Eight letters appear scrambled 
on the display, the same as FLASH WORD. But in this version, 3 letters 
change every second. Beat your opponent. Spell a word first! 

START THE GAME 

Turn BRArN BAFFLER on. Press GAME key, then press D-4 for THIRD 
DEGREE FLASH WORD. Immediately eight scrambled letters flash on the 
display. Each second three letters randomly change. Look for a word. If an 
asterisk (*) appears, it can be any letter you want. 

CONTINUE PLAY 

Except for the added challenge of three randomly changing letters, play the 
same as FLASH WORD. 

SCORING & KEYBOARD 

Same as FLASH WORD. 



11. 



GAME 5 



COPY THAT 



TM 

(for 1 or 2 players) 



OBJECT OF THE GAME 

Stop the computer and repeat the numbers last shown on the display. The computer 
flashes one number on the display. (Using numbers 1-4). Each second another 
number is added. Stop the numbers and repeat that sequence or challenge your 
opponent to repeat. 

START THE GAME 

Turn BRAIN BAFFLEFf on. Press GAME key. Now press E-5 for COPY THAT. 
Immediately one number appears on the display. Each second another is added. 
When you want to challenge your opponent to repeat the numbers, press 
PLAYER/ BONUS. The numbers stop, and freeze in the computer's memory. 
Asterisks appear on the opposite side that the PLAYER/ BONUS was pressed: 



XXX 



Player on right pressed PLAYER/ BONUS, challenging player on left to repeat. 



xxx 



Player on left pressed PLAYER/BONUS, challenging player on right to repeat. 
If you play alone, always press the same PLAYER/ BONUS key. 



12. 



REPEAT NUMBERS CORRECTLY 

Press the numbers you saw on the display. If you enter the correct sequence, a victory 
tune sounds and the display shows: 



i - I I » Tl y 
i i i I I \ i TV 



Press SCORE. One point shows on the display: 



i i i i t 
i i i 



i i i i i 
i i i i 



REPEAT NUMBERS INCORRECTLY 

If you enter the incorrect sequence, a defeat tune sounds and the display shows: 



i^m r\ i 



Press SCORE. One point is added to your opponent's score. 



START THE NEXT ROUND 

When the score is tallied, start a new round. You have three choices: 

Press PLAYER/BONUS and challenge yourself to repeat the same set of numbers 
from the last round. The numbers do not reappear, you must repeat from memory. 
(Do not use this option with single player.) 



13. 



COPY THATTcn. , 

Or, press REFRESH and the same numbers as the last round start over one at a time. 
Or, press GO and a new set of numbers comes on the display. 

TIPS 

The display shows only 8 characters. Once the ninth number comes on the display, the first 
letter falls out of sight. But all the numbers are still in the computer's memory. For 
example: If 10 numbers came on, only 8 show, but you must press all 10 in the correct 
sequence for a point. 

SCORING 

High score wins. Maximum score is 999. 

repeat sequence correctly 1 point 

repeat sequence incorrectly 1 point to opponent 

KEYBOARD 

In COPY THAT, the following keys are used: GAME, PLAYER/BONUS, NUMBER KEYS, 
SCORE, REFRESH, GO. 

SOUNDS 

You will hear the following sounds: victory tune when you correctly copy the number 
sequence, and a defeat tune if you enter the sequence incorrectly. 



14. 



GAME 6 



GO HANG! 



TM 

(for 2 players) 



OBJECT OF THE GAME 

Fill in the blanks and guess the mystery 
word. One player enters a word and it is 
stored in the computer's memory. Blanks 
appear on the display indicating the 
length of a word. The other player must 
guess the word. 

START THE GAME 

Turn BRAIN BAFFLEFfon. Press GAME 
key, then press F-6 for GO HANG. Three 
asterisks appear on the display: 



\s \s \s 



/\ /\ /\ 



Player on left guesses word 

ENTER A WORD 

Player on right thinks of a word not more 
than 7 letters long. Press letters on the 
keyboard to enter word. Don't let your 
opponent see the word. Press ENTRY. The 
word is now in the computer's memory. 

The display shows (8), the number of 
misses allowed to guess the word. Blanks 
indicate the number of letters in the 



entered word (__). For example: If the 
entered word is HANG, display will show: 



START GUESSING 

The player on left begins to guess by 
pressing any letter. Press a letter in the 
word, and the letter appears in the 
appropriate space on the display. For 
example: Entered word is HANG, player 
on left presses A, display shows: 



Press a letter not in the word, this is a 
miss. Example: For second guess, player 
on left presses E. Display shows: 



o 
o 



o 



15. 



GO HANG! 



TM 

(Cont.) 



GUESS THE WORD 

When the correct word is guessed, a victory 
tune sounds. The display momentarily goes 
blank, then the correct word appears. Hold 
down SCORE and the score appears: 



Release SCORE. Asterisks appear on the 
player's side who guesses next. Start again. 

EIGHT MISSES, YOU LOSE 

If you use all 8 misses and haven't guessed 
the word, a defeat tune sounds. The word then 
appears on the display. Press SCORE. Start 
the next round. 



TIPS 

If you make a mistake entering a word, press 
CLEAR before pressing ENTRY. Computer 
will erase the word. 

Remember you can't enter a word over 7 
letters long. If you do, the display will show 
* * *. Enter another word. 



16. 



The computer remembers letters pressed and 
missed. It will not deduct for a wrong letter 
more than once. 

SCORING 

High score wins. Maximum score is 999. 

guess the correct word . . . 1 point 

unable to guess word 1 point to opponent 

KEYBOARD 

In GO HANG, the following keys are used: 
GAME, ALPHABET KEYS, CLEAR, ENTRY, 
SCORE. 



SOUNDS 

You will hear the following sounds: a victory 
tune when you guess the correct word, and a 
defeat tune when you use up 8 misses and 
haven't guessed the correct word. 



GAME 7 



CONCUSSION"! 



(for 1 or 2 players) 



OBJECT OF THE GAME 

Follow clues and search for 4 numbers 
generated by the computer. In this version of 
CONCUSSION , the computer generates four 
numbers in a certain sequence. These numbers 
are not shown. Your challenge is to follow clues 
and find the numbers and the right sequence. 
One player guesses at a time. 

Turn BRAIN BAFFLEFTon. Press GAME 
key, then press G-7 for CONCUSSION I . The 
computer has now generated a four digit 
number. Player on right searches first. 



Display 
shows. 



±6. ±'~ -v: 

7\ /\ /\ 



CONTINUE PLAY 

Begin with CONCUSSION II instructions 
"Guess Numbers", and play away! 

PLAY ANOTHER GAME 

After the first player finds the correct number, 
start a new game by pressing GO. The 
computer generates a new number for the 
second player to find. Lowest score wins! 

SCORING & KEYBOARD 

Both these are the same as CONCUSSION 1 1 . 



GAME 8 



CONCUSSION u II 



(for 2 players) 



OBJECT OF THE GAME 

Search for the 4 numbers entered by your 
opponent. One player enters 4 numbers, and 
the computer hides them. The other player 
must follow clues, looking first for the 
correct numbers then the correct sequence. 

START THE GAME 

Turn BRAIN BAFFLER™ on. Press GAME 
key, then press H-8 for CONCUSSION 1 1 . 



Asterisks show that player on left enters 
secret numbers. 



ENTER SECRET NUMBERS 

Player on left enters any four numbers. These 
become the secret numbers. Example: enter 

17. 



CONCUSSION"" II 



(Cont.) 



2 4 6 8. Computer hides them quickly. Player on 
right must guess. Display shows: 



K#* 



GUESS NUMBERS 

Start by guessing any 4 numbers. Example: 
press 12 3 4. The numbers you pressed, plus 2 
guide numbers appear on the display: 



Guide Number 

(showing secret 

#sin 

wrong place) 



Guide Number 
(showing secret 

#sin 
correct place) 



Write all six of these numbers down. 

CONTINUE THE SEARCH 

Press SCORE then GO after each guess. Guess 
numbers and look carefully for patterns. Pay 
close attention to the guide numbers. 

GUIDE NUMBERS GIVE CLUES 

Guide numbers may be 0, 1 , 2, 3, or 4. Adding the 
guide numbers together, tells you how many 
secret numbers are correctly displayed. When the 
guide numbers equal 4, you have found the secret 
numbers. But if both guide numbers are 0, none 
of the four is correct. Eliminate these. 
Example: The guide numbers above tell you that 
you have guessed two of the four secret numbers. 
18. 



Both are in the wrong place, and there are none in 
the right place. 

Important: Each time you guess, write down the 
six displayed numbers. As your search 
progresses, your list of numbers helps you focus 
in on or eliminate numbers. Look first for the 
numbers, then for the correct order. 

Below is an example of one progression to the 
2 4 6 8 secret numbers entered: 

Guide Number Guide Number . 

(showing secret (showing secret 

#s in #s in 

wrong correct 

place) guesses place) 



two numbers are correct 
three numbers are correct 
three numbers are correct 
three numbers are correct 
three numbers are correct 
four numbers are correct 
success! 



SCORING 

Low score wins. 

each guess at the numbers & sequence 



2 


1 234 





1 


2456 


2 


1 


2406 


2 


1 


241 6 


2 


1 


2476 


2 


2 


2486 


2 





2468 


4 



1 point 



KEYBOARD 

In CONCUSSION II, the following keys are used: 
GAME, NUMBER KEYS, SCORE, GO. 

SOUNDS 

You will hear the following sounds: beeps as 
you press each number key. 



90 DAY LIMITED WARRANTY 

Mattel Electronics warrants to the original 
consumer purchaser of any of its electronic games 
(including hand-held electronic games) that the 
product will be free of defects in material or 
workmanship for 90 days from the date of purchase. 

During this 90-Day Warranty Period, the game will 
either be repaired or it will be replaced (at our 
option) without charge to the purchaser, when 
returned either to the dealer with proof of the 
date-of-purchase, or when returned prepaid and 
insured, with proof of the date-of-purchase, to 
Mattel Electronics Repair Center, 5150 Rosecrans 
Avenue, Hawthorne, California 90250. 

Units returned without proof of the date-of-purchase, 
or units returned after the 90-Day Warranty Period 
has expired, will be repaired or replaced (at our 
option) for a service charge of $10.00. Payment must 
be made by check or money order. This 
non-warranty service will only be available for one 
year from the date of purchase. All non-warranty 
units must be returned postage prepaid and insured 
to MATTEL ELECTRONICS REPAIR CENTER. 

This warranty gives you specific legal rights and you 
may also have other rights which vary from state to 
state. This warranty does not cover damage 
resulting from accident, unreasonable use, neglect, 
unauthorized service or other causes not arising out 
of defects in material or workmanship. 



HOW TO GET SERVICE FROM THE MATTEL 
ELECTRONICS REPAIR CENTER ON YOUR 
ELECTRONIC GAME DURING AND AFTER THE 
90-DAY WARRANTY PERIOD. 

During the 90-Day Warranty Period, you may have a 
defective game replaced at the dealer from which it 
was purchased. If, however, during this 90-Day 
Warranty Period, you choose to obtain repair or 
replacement service from the Mattel Electronics 
Repair Center, please make the following 
arrangements: 

1 . Pack the game carefully in the original game box. 
If the game box is not available, use a good carton 
with plenty of newspaper or other padding all 
around and tie it securely. 

2. Carefully print on the box or carton the following 
name and address: MATTEL ELECTRONICS 
REPAIR CENTER, 5150 ROSECRANS AVENUE, 
HAWTHORNE, CALIFORNIA 90250. 

Also don't forget to show your return address. 

3. Put parcel post stamps on the package; insure the 
package; then mail. After the 90-Day Warranty 
Period and up to one year from the date of purchase, 
do all the above plus enclosing your check or money 
order for $10.00 as payment for the repair service. 



19. 



GAME KEYS & SCORING 
AT A GLANCE 

ANAGRAMS: unscramble letters and guess the 

word. (2 players) 

GAME KEY, starts the game A-1 , select 

Anagrams game 
ALPHABET KEYS, enter the word 
ENTRY, hides entered word 
GOrscrambles letters 
ALPHABET KEYS, to find word 
REFRESH & GO, gives new scramble 
BUY, displays correct order of letters 
GIVE-UP, displays the correct word 
SCORE, displays the score 

Scoring: low score wins 

one tick of the clock 1 point 

use REFRESH key 5 points 

use BUY key 25 points 

use GIVE-UP key 100 points 

BUILD-A-WORD™ : add a letter and build a word 

first. (2 players) 

GAME KEY, starts the game B-2, select 

Build-A-Word game 
PLAYER/ BONUS, to accept letters 



STOP, to accept a word, or STOP, to challenge 
GO, new round, letters flash again 

Scoring: high score wins 

add a flashing letter 1 point each 

added letters in 

complete word 10 points each 

if challenge is successful . . 30 points 

FLASH WORD™ : find a word as one letter 

changes. (2 players) 

GAME KEY, starts the game C-3, select 

Flash Word game 
PLAYER/ BONUS, stops letters and tally 

score, tap to tally score 
REFRESH, new round, last round's 

letters, reappear 
GO, new round, new set of letters 

Scoring: high score wins 

each letter of word 1 point 

THIRD DEGREE FLASH WORD™: find a word 
as three letters change. (2 players) 
GAME KEY, starts the game D-4, select 

Third Degree Flash Word game 
PLAYER/ BONUS, stops letters, tap to 

tally score 



20. 



REFRESH, new round, last round's 

letters, reappear 
GO, new round, new set of letters 

Scoring: high score wins 

each letter of word 1 point 

COPY THAT™ : Stop the computer & repeat 

numbers. (1 or 2 players) 

GAME KEY, starts the game E-5, select 

Copy That game 
PLAYER/ BONUS, stops numbers 
NUMBER KEYS repeat numbers 
SCORE, displays the score 
REFRESH, new round, same #s as last round 
GO, hew round, new set of numbers 

Scoring: high score wins 

repeat sequence correctly 1 point 

repeat sequence incorrectly . . .1 point to opponent 

GO HANG™: fill in the blanks & guess the mystery 

word. (2 players) 

GAME KEY, starts the game F-6, select 

Go Hang game 
ALPHABET KEYS, enter a word 
ENTRY, hides entered word 
ALPHABET KEYS, to find letters 
SCORE, displays the score 



Scoring: high score wins 
guess the correct word . . 
unable to guess the word 



1 point 

1 point to opponent 



CONCUSSION I : follow clues & search for 
computer's 4 numbers. (1 or 2 players) 
GAME KEY, starts the game G -7, select 

Concussion 1 game 
NUMBER KEYS, to find computer's numbers 
SCORE & GO, to make next guess 

Scoring: low score wins 

each guess at the numbers 1 point 

CONCUSSION II: search for opponent's 
4 numbers. (2 players) 
GAME KEY, starts the game 
H-8, select Concussion II game 
NUMBER KEYS, to enter secret numbers, 

to find secret numbers 
SCORE & GO, to make next guess 

Scoring: low score wins 

each guess at the numbers 1 point 



www.handheldmuseum.com 21. 



TAKING CARE OF YOUR GAME 

Treat your BRAIN BAFFLER electronic game as you would any quality calculator! 

Don't drop it! 

Don't leave it in a hot place or near heat! 

Avoid getting it wet or dirty! 

IMPORTANT: 

IF THE VISUAL DISPLAY OF NUMBERS AND LETTER APPEARS TO BE 
MALFUNCTIONING, THIS IS THE FIRST SIGN OF BATTERY WEAR. FRESH 
BATTERIES SHOULD SOLVE THE PROBLEM. 



www.handheldmuseum.com 



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